Hello!
I recently started using interfaces. I checked the SDK and found IEngineClient::WorldToScreenMatrix, which is what i'm currently using to get the matrix.
I know how to prevent the flickering when using the static address from engine.dll (with the InFrame thingy), but i wanna do it game independent.
Does anybody know how i could do that?
I also noticed that the function returns different addresses so i thought maybe it always returns the current valid one, that was not the case.
Would hooking IEngineClient::EngineStats_BeginFrame and updating the matrix in there fix the problem or wouldn't it or is there an easier way?
Thanks in advance!
I recently started using interfaces. I checked the SDK and found IEngineClient::WorldToScreenMatrix, which is what i'm currently using to get the matrix.
I know how to prevent the flickering when using the static address from engine.dll (with the InFrame thingy), but i wanna do it game independent.
Does anybody know how i could do that?
I also noticed that the function returns different addresses so i thought maybe it always returns the current valid one, that was not the case.
Would hooking IEngineClient::EngineStats_BeginFrame and updating the matrix in there fix the problem or wouldn't it or is there an easier way?
Thanks in advance!
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